*There were many readings for this week – mostly from Funology: From Usability to Enjoyment – so I’m trying to make brief comments on them all. Overall though, the topic of HCI and usability is a new field for me so I am very interested in this area. I can see these methods being used in my long term research direction.
Evaluating synthetic actors, Sandy Louchart and Ruth Aylett1
We probably should not have run the actual downloadable source code/demo and see experience the results directly. I think the class comments are accurate. If the expression modalities of your system are not tightly a part of the underlining AI “emotion”-driven architecture, then why not create an emotion driven branching story instead? The end user may not perceive any difference otherwise with the current setup. I can see the logic from a researcher perspective that it is the industry role to fill this architecture with the appropriate content/expression but I can also see why industry is still asking why bother?
I also agree that the existing industry approach of building narrative & characters is in opposition to an academic agenda where rolling out topic specific scholarly work is the norm. In this field in particular, it seems wise to address implications for both parties when interrogating your own contribution. This will continue to be an ongoing challenge in the field.
Funology: From Usability to Enjoyment
User Empowerment
Relating it back to Fear Not, Jacob Nielson has a great quote “…despite the designer’s no doubt sincere attempt to invoke positive emotions. A user’s personal experience trumps anything the designer is trying to communicate”
I like the idea to always keep the end user in mind – but I am also unclear the extent purely qualitative methods of analysis (and I don’t mean speed ethnography) acts as a counterbalance to HCI research. Nielson says “you cannot rely on simple, literal interpretations of users’ statements” which seems to go against the philosophy of solid qualitative research. This also reminds me of Purpura’s “Overview of Quantitative Methods in Design Research” article where small usability like tests are applied to reduce the complexity brought forth by qualitative methods. My fear is that when qualitative methods are not used, HCI questions and their results may be too narrow in scope, misguided or not well defined.
Measuring Emotion: Development and application of an instrument to measure emotional responses to products
Aside from indirect at best physiological measurement devices as indicators of emotional response, I had some issues with this article. First this reminds me of my old office environment where we would send coworkers animated “international” style emoticons using MSN, say from Vietnam or China . We would find it hilarious to send these expressive messages except we had no clue what the emote actually meant. CHECK OUT THIS LINK TO SEE EXAMPLES OF WHAT I MEAN…

The emote abstraction really does matter which begs to what extent subtle cultural differences are really ingrained even in simple emotive descriptions. It would be interesting (for westerners) to guess what these emoticons mean and see which ones we get right if any…
I’m not sure how this approach would apply to real time interactivity and can see reasons why the current animated approach would fail. However regarding a simple feedback exchange, I can see how the idea of emoting (without animation) could better inform the underlining architecture especially in the instances when it’s appraisal fails. If the player is unhappy – then perhaps a change is warranted.
That’s Entertainment!
This article is so dated; I can barely remember what the web was like before videos. I think it’s odd they are marketing to a (culturally broad) TV centric crowd except the content they end up showing is slide show based. Furthermore the results suggest it is the content presented that is a high determinant the of entertainment value and less audience control of the experience. This kind of defeats the purpose of the study for me since different groups would prefer to see content that interests them.
Designing for Fun: User Testing Case Studies
In the context of fine tuning and play testing existing [commercial] game mechanics, the case studies presented serve its purpose well enough. However In regards to interactive story or emerging modes of play, I feel the existing sentiment that it is “impossible to look to the user to tell you how to design a game” is increasingly flawed. Gamers are increasingly modding and customizing their own game experiences beyond the developer expectations (see Portal accolades). Development studios would be wise to include as much qualitative feedback as they can tolerate.
Playing Games in the Emotional Space
I know the class bashed this one, but there is value beyond the success or failure of the loosely constructed IF ONLY methodology (which is described as users willing suspension of disbelief to enter the emotional space and actively act and react within it) . I see this example as an exploration of user defined symbolic investment within the simple rules of a game. The authors are not prescribing any exogenous story and allow players to generate and embed presence and their own affective meanings in tangible objects. This approach can be definitely more challenging for some with unclear rewards. I do agree there could be problems for more advanced systems to decipher measurable outcomes.
Building Narrative Experiences for Children Through Real Time Media Manipulation: POGO
We previously talked about systems used within an educational setting and how they are subject to be torn apart about by existing pedagogical learning goals (James Gee). The work presented here shows that robust systems must meet these requirements AND allow for informal learning opportunities to be successful in a class setting. In POGO the developers definitely took a tangible modular and multimodal approach for kids to become involved in creating their own stories. If I was a kid I would absolutely love this…all i had was a lightbright:( …I feel so old.
I also wanted to say this “creative imagination” approach is strikingly similar to creative drama as a formal process for storytelling and learning. The authors of POGO even mention the projectors can be used to shine on the kids themselves thus further immersing them into their own creations.


